#ifndef _WX_XTISTRMH__
#define _WX_XTISTRMH__

#include "wx/wx.h"

#if 0

const int wxInvalidObjectID = -2 ;
const int wxNullObjectID = -3 ;

class wxWriter ;
class wxReader ;

class wxPersister {
  public :
    // will be called before an object is written, may veto by returning false
    virtual bool BeforeWriteObject( wxWriter *( writer ), const wxObject *( object ), const wxClassInfo *( classInfo ), wxxVariantArray &( metadata ) ) { return true ; }

    // will be called after this object has been written, may be needed for adjusting stacks
    virtual void AfterWriteObject( wxWriter *( writer ), const wxObject *( object ), const wxClassInfo *( classInfo ) ) {}

    // will be called before a property gets written, may change the value , eg replace a concrete wxSize by wxSize( wxDefaultCoord , wxDefaultCoord ) or veto
    // writing that property at all by returning false
    virtual bool BeforeWriteProperty( wxWriter *( writer ), const wxObject *( object ), const wxPropertyInfo *( propInfo ), wxxVariant &( value ) )  { return true ; }

    // will be called before a property gets written, may change the value , eg replace a concrete wxSize by wxSize( wxDefaultCoord , wxDefaultCoord ) or veto
    // writing that property at all by returning false
    virtual bool BeforeWriteProperty( wxWriter *( writer ), const wxObject *( object ), const wxPropertyInfo *( propInfo ), wxxVariantArray &( value ) )  { return true ; }

    // will be called after a property has been written out, may be needed for adjusting stacks
    virtual void AfterWriteProperty( wxWriter *( writer ), const wxPropertyInfo *( propInfo ) ) {}

    // will be called before this delegate gets written
    virtual bool BeforeWriteDelegate( wxWriter *( writer ), const wxObject *( object ),  const wxClassInfo* ( classInfo ), const wxPropertyInfo *( propInfo ),
                                      const wxObject *&( eventSink ), const wxHandlerInfo* &( handlerInfo ) ) { return true ; }

    virtual void AfterWriteDelegate( wxWriter *( writer ), const wxObject *( object ),  const wxClassInfo* ( classInfo ), const wxPropertyInfo *( propInfo ),
                                     const wxObject *&( eventSink ), const wxHandlerInfo* &( handlerInfo ) ) { }
} ;

class wxWriter : public wxObject {
  public :
    wxWriter() ;
    virtual ~wxWriter() ;

    // with this call you start writing out a new top-level object
    void WriteObject( const wxObject *object, const wxClassInfo *classInfo, wxPersister *persister, const wxString &name, wxxVariantArray &( metadata ) ) ;

    //
    // Managing the object identity table a.k.a context
    //
    // these methods make sure that no object gets written twice, because sometimes multiple calls to the WriteObject will be
    // made without wanting to have duplicate objects written, the object identity table will be reset manually

    virtual void ClearObjectContext() ;

    // gets the object Id for a passed in object in the context
    int GetObjectID( const wxObject *obj ) ;

    // returns true if this object has already been written in this context
    bool IsObjectKnown( const wxObject *obj ) ;

    //
    // streaming callbacks
    //
    // these callbacks really write out the values in the stream format

    // begins writing out a new toplevel entry which has the indicated unique name
    virtual void DoBeginWriteTopLevelEntry( const wxString &name ) = 0 ;

    // ends writing out a new toplevel entry which has the indicated unique name
    virtual void DoEndWriteTopLevelEntry( const wxString &name ) = 0 ;

    // start of writing an object having the passed in ID
    virtual void DoBeginWriteObject( const wxObject *object, const wxClassInfo *classInfo, int objectID, wxxVariantArray &metadata ) = 0 ;

    // end of writing an toplevel object name param is used for unique identification within the container
    virtual void DoEndWriteObject( const wxObject *object, const wxClassInfo *classInfo, int objectID ) = 0 ;

    // writes a simple property in the stream format
    virtual void DoWriteSimpleType( wxxVariant &value ) = 0 ;

    // start of writing a complex property into the stream (
    virtual void DoBeginWriteProperty( const wxPropertyInfo *propInfo ) = 0 ;

    // end of writing a complex property into the stream
    virtual void DoEndWriteProperty( const wxPropertyInfo *propInfo ) = 0;

    virtual void DoBeginWriteElement() = 0 ;
    virtual void DoEndWriteElement() = 0 ;
    // insert an object reference to an already written object
    virtual void DoWriteRepeatedObject( int objectID ) = 0 ;

    // insert a null reference
    virtual void DoWriteNullObject() = 0 ;

    // writes a delegate in the stream format
    virtual void DoWriteDelegate( const wxObject *object,  const wxClassInfo* classInfo, const wxPropertyInfo *propInfo,
                                  const wxObject *eventSink, int sinkObjectID, const wxClassInfo* eventSinkClassInfo, const wxHandlerInfo* handlerIndo ) = 0;
  private :

    struct wxWriterInternal ;
    wxWriterInternal* m_data ;

    struct wxWriterInternalPropertiesData ;

    void WriteAllProperties( const wxObject * obj, const wxClassInfo* ci, wxPersister *persister, wxWriterInternalPropertiesData * data ) ;
    void WriteOneProperty( const wxObject *obj, const wxClassInfo* ci, const wxPropertyInfo* pi, wxPersister *persister, wxWriterInternalPropertiesData *data ) ;
    void WriteObject( const wxObject *object, const wxClassInfo *classInfo, wxPersister *persister, bool isEmbedded, wxxVariantArray &metadata ) ;
    void FindConnectEntry( const wxEvtHandler * evSource, const wxDelegateTypeInfo* dti, const wxObject* &sink, const wxHandlerInfo *&handler ) ;
} ;


/*
  Streaming callbacks for depersisting XML to code, or running objects
*/

class wxDepersister ;

/*
  wxReader handles streaming in a class from a arbitrary format. While walking through
  it issues calls out to interfaces to depersist the guts from the underlying storage format.
*/

class wxReader : public wxObject {
  public :
    wxReader() ;
    virtual ~wxReader() ;

    // the only thing wxReader knows about is the class info by object ID
    wxClassInfo *GetObjectClassInfo( int objectID ) ;
    bool HasObjectClassInfo( int objectID ) ;
    void SetObjectClassInfo( int objectID, wxClassInfo* classInfo );

    // Reads the component the reader is pointed at from the underlying format.
    // The return value is the root object ID, which can
    // then be used to ask the depersister about that object
    // if there was a problem you will get back wxInvalidObjectID and the current
    // error log will carry the problems encoutered
    virtual int ReadObject( const wxString &name, wxDepersister *depersist ) = 0 ;

  private :
    struct wxReaderInternal;
    wxReaderInternal *m_data;
} ;

// This abstract class matches the allocate-init/create model of creation of objects.
// At runtime, these will create actual instances, and manipulate them.
// When generating code, these will just create statements of C++
// code to create the objects.

class wxDepersister {
  public :
    // allocate the new object on the heap, that object will have the passed in ID
    virtual void AllocateObject( int objectID, wxClassInfo *classInfo, wxxVariantArray &metadata ) = 0;

    // initialize the already allocated object having the ID objectID with the Create method
    // creation parameters which are objects are having their Ids passed in objectIDValues
    // having objectId <> wxInvalidObjectID

    virtual void CreateObject( int objectID,
                               const wxClassInfo *classInfo,
                               int paramCount,
                               wxxVariant *VariantValues,
                               int *objectIDValues,
                               const wxClassInfo **objectClassInfos,
                               wxxVariantArray &metadata ) = 0;

    // construct the new object on the heap, that object will have the passed in ID (for objects that
    // don't support allocate-create type of creation)
    // creation parameters which are objects are having their Ids passed in objectIDValues
    // having objectId <> wxInvalidObjectID

    virtual void ConstructObject( int objectID,
                                  const wxClassInfo *classInfo,
                                  int paramCount,
                                  wxxVariant *VariantValues,
                                  int *objectIDValues,
                                  const wxClassInfo **objectClassInfos,
                                  wxxVariantArray &metadata ) = 0;

    // destroy the heap-allocated object having the ID objectID, this may be used if an object
    // is embedded in another object and set via value semantics, so the intermediate
    // object can be destroyed after safely
    virtual void DestroyObject( int objectID, wxClassInfo *classInfo ) = 0;

    // set the corresponding property
    virtual void SetProperty( int objectID,
                              const wxClassInfo *classInfo,
                              const wxPropertyInfo* propertyInfo,
                              const wxxVariant &VariantValue ) = 0;

    // sets the corresponding property (value is an object)
    virtual void SetPropertyAsObject( int objectID,
                                      const wxClassInfo *classInfo,
                                      const wxPropertyInfo* propertyInfo,
                                      int valueObjectId ) = 0;

    // adds an element to a property collection
    virtual void AddToPropertyCollection( int objectID,
                                          const wxClassInfo *classInfo,
                                          const wxPropertyInfo* propertyInfo,
                                          const wxxVariant &VariantValue ) = 0;

    // sets the corresponding property (value is an object)
    virtual void AddToPropertyCollectionAsObject( int objectID,
        const wxClassInfo *classInfo,
        const wxPropertyInfo* propertyInfo,
        int valueObjectId ) = 0;

    // sets the corresponding event handler
    virtual void SetConnect( int EventSourceObjectID,
                             const wxClassInfo *EventSourceClassInfo,
                             const wxPropertyInfo *delegateInfo,
                             const wxClassInfo *EventSinkClassInfo,
                             const wxHandlerInfo* handlerInfo,
                             int EventSinkObjectID ) = 0;
};

/*
  wxRuntimeDepersister implements the callbacks that will depersist
  an object into a running memory image, as opposed to writing
  C++ initialization code to bring the object to life.
*/

class wxRuntimeDepersister : public wxDepersister {
    struct wxRuntimeDepersisterInternal ;
    wxRuntimeDepersisterInternal * m_data ;
  public :
    wxRuntimeDepersister();
    virtual ~wxRuntimeDepersister();

    // returns the object having the corresponding ID fully constructed
    wxObject *GetObject( int objectID ) ;

    // allocate the new object on the heap, that object will have the passed in ID
    virtual void AllocateObject( int objectID, wxClassInfo *classInfo,
                                 wxxVariantArray &metadata ) ;

    // initialize the already allocated object having the ID objectID with the Create method
    // creation parameters which are objects are having their Ids passed in objectIDValues
    // having objectId <> wxInvalidObjectID

    virtual void CreateObject( int objectID,
                               const wxClassInfo *classInfo,
                               int paramCount,
                               wxxVariant *VariantValues,
                               int *objectIDValues,
                               const wxClassInfo **objectClassInfos,
                               wxxVariantArray &metadata
                             ) ;

    // construct the new object on the heap, that object will have the passed in ID (for objects that
    // don't support allocate-create type of creation)
    // creation parameters which are objects are having their Ids passed in objectIDValues
    // having objectId <> wxInvalidObjectID

    virtual void ConstructObject( int objectID,
                                  const wxClassInfo *classInfo,
                                  int paramCount,
                                  wxxVariant *VariantValues,
                                  int *objectIDValues,
                                  const wxClassInfo **objectClassInfos,
                                  wxxVariantArray &metadata ) ;

    // destroy the heap-allocated object having the ID objectID, this may be used if an object
    // is embedded in another object and set via value semantics, so the intermediate
    // object can be destroyed after safely
    virtual void DestroyObject( int objectID, wxClassInfo *classInfo ) ;

    // set the corresponding property
    virtual void SetProperty( int objectID,
                              const wxClassInfo *classInfo,
                              const wxPropertyInfo* propertyInfo,
                              const wxxVariant &variantValue );

    // sets the corresponding property (value is an object)
    virtual void SetPropertyAsObject( int objectId,
                                      const wxClassInfo *classInfo,
                                      const wxPropertyInfo* propertyInfo,
                                      int valueObjectId ) ;

    // adds an element to a property collection
    virtual void AddToPropertyCollection( int objectID,
                                          const wxClassInfo *classInfo,
                                          const wxPropertyInfo* propertyInfo,
                                          const wxxVariant &VariantValue ) ;

    // sets the corresponding property (value is an object)
    virtual void AddToPropertyCollectionAsObject( int objectID,
        const wxClassInfo *classInfo,
        const wxPropertyInfo* propertyInfo,
        int valueObjectId ) ;

    // sets the corresponding event handler
    virtual void SetConnect( int eventSourceObjectID,
                             const wxClassInfo *eventSourceClassInfo,
                             const wxPropertyInfo *delegateInfo,
                             const wxClassInfo *eventSinkClassInfo,
                             const wxHandlerInfo* handlerInfo,
                             int eventSinkObjectID ) ;
};

/*
  wxDepersisterCode implements the callbacks that will depersist
  an object into a C++ initialization function. this will move to
  a utility lib soon
*/

class wxTextOutputStream ;

class wxCodeDepersister : public wxDepersister {
  private :
    struct wxCodeDepersisterInternal ;
    wxCodeDepersisterInternal * m_data ;
    wxTextOutputStream *m_fp;
    wxString ValueAsCode( const wxxVariant &param ) ;
  public:
    wxCodeDepersister( wxTextOutputStream *out );
    virtual ~wxCodeDepersister();

    // allocate the new object on the heap, that object will have the passed in ID
    virtual void AllocateObject( int objectID, wxClassInfo *classInfo,
                                 wxxVariantArray &metadata ) ;

    // initialize the already allocated object having the ID objectID with the Create method
    // creation parameters which are objects are having their Ids passed in objectIDValues
    // having objectId <> wxInvalidObjectID

    virtual void CreateObject( int objectID,
                               const wxClassInfo *classInfo,
                               int paramCount,
                               wxxVariant *variantValues,
                               int *objectIDValues,
                               const wxClassInfo **objectClassInfos,
                               wxxVariantArray &metadata
                             ) ;

    // construct the new object on the heap, that object will have the passed in ID (for objects that
    // don't support allocate-create type of creation)
    // creation parameters which are objects are having their Ids passed in objectIDValues
    // having objectId <> wxInvalidObjectID

    virtual void ConstructObject( int objectID,
                                  const wxClassInfo *classInfo,
                                  int paramCount,
                                  wxxVariant *VariantValues,
                                  int *objectIDValues,
                                  const wxClassInfo **objectClassInfos,
                                  wxxVariantArray &metadata ) ;

    // destroy the heap-allocated object having the ID objectID, this may be used if an object
    // is embedded in another object and set via value semantics, so the intermediate
    // object can be destroyed after safely
    virtual void DestroyObject( int objectID, wxClassInfo *classInfo ) ;

    // set the corresponding property
    virtual void SetProperty( int objectID,
                              const wxClassInfo *classInfo,
                              const wxPropertyInfo* propertyInfo,
                              const wxxVariant &variantValue );

    // sets the corresponding property (value is an object)
    virtual void SetPropertyAsObject( int objectId,
                                      const wxClassInfo *classInfo,
                                      const wxPropertyInfo* propertyInfo,
                                      int valueObjectId ) ;

    // adds an element to a property collection
    virtual void AddToPropertyCollection( int objectID,
                                          const wxClassInfo *classInfo,
                                          const wxPropertyInfo* propertyInfo,
                                          const wxxVariant &VariantValue ) ;

    // sets the corresponding property (value is an object)
    virtual void AddToPropertyCollectionAsObject( int objectID,
        const wxClassInfo *classInfo,
        const wxPropertyInfo* propertyInfo,
        int valueObjectId ) ;

    // sets the corresponding event handler
    virtual void SetConnect( int eventSourceObjectID,
                             const wxClassInfo *eventSourceClassInfo,
                             const wxPropertyInfo *delegateInfo,
                             const wxClassInfo *eventSinkClassInfo,
                             const wxHandlerInfo* handlerInfo,
                             int eventSinkObjectID ) ;
};
#endif

#endif
